View Full Version : Most Damaging Spell in the game?
Faraaz Mon, 22nd Dec '03, 6:05pm I was thinking it would be Horrid Wilting, seeing as I could knock out Isair AND Madae with three or four of these babies in the second phase of the fight with two of my lvl 21 sorcerers.
Meteor swarm looks powerful too with a 24d6 damage range, but I dunno, Horrid Wilting has a Fort. save so hits for full damage more times.
What are your opinions guys? I'd have made it a poll, but I couldn't remember all the neat damaging spells, and then people would flame me for not including all of them so...
Anyway, leave your posts here :)
Benan Mon, 22nd Dec '03, 6:50pm Circle of Death and Finger of Death can do a fair amount. Cirle of death weeds out any weaker enemies like the Yuan-ti.
Faraaz Mon, 22nd Dec '03, 8:23pm And I forgot to add earlier, I'm talking about raw damage you know...stuff like Isair takes 105 magic damage from XXX. If we counted Finger of Death, etc etc, then we'd have to take into consideration Wail of the Banshee, and Executioner's Eyes...especially Executioner's Eyes...because when three fighters pummel on bad guys, and every other hit is a critical...that around [(60-70)*3*10] damage per round which is like 2100 hp...sooo...back to the topic guys...
Imost Tue, 23rd Dec '03, 2:14am At 30th level, Horrid Wilting does 30-240 damage (if they fail their fort. save, of course). A damaging spell I was thinking of would be Mordenkainen's Force Missiles. At 25th level, they do, lemme check :D ...
1 missile: 2-8 dmg
1 missile at 25th level: 27-33 dmg (+25 concussive blast dmg)
At level 25, there are 7 missiles, so
27*7-33*7:
189-231 pure magic dmg.
:eek:
It would deal more than horrid wilting "usually" because of the small difference between min & max dmg. It only hits one, though. But imagine doing this with 2 sorcerers over and over...
:happy:
Faraaz Tue, 23rd Dec '03, 5:15pm Yikes Imost, I had no idea Mordy's Force Missiles were that awesome!! :eek: :eek: :eek:
Way cool! This is the stuff I'm talking about!!
Anymore guys?
Harbourboy Wed, 24th Dec '03, 9:31am The main problem with the Force Missiles is that they are the same spell level as Improved Invisibility and Stoneskin. If your Sorcerer is the only one who can cast those Level 4 spells then he usually can't spare any Force Missiles in case he needs those useful buffing spells.
Fenfer Wed, 24th Dec '03, 3:11pm Hehe, then that's why you have at least two mages. Currently, I have 3 mages in my party ;o. Anyone saw a barrage of Force missles? =P
Mokona=Modoki Wed, 24th Dec '03, 6:42pm First of all, listing the damage of a spell like Horrid Wilting as 25-200 is misleading (that's the highest it can do, since it maxes out at 25d8). The chance of doing 25 damage or 200 damage is 1/8^25, which is such a ridiculously small number that you can basically ignore it. With a spell like Fireball at lower levels, you can say 5-30 instead of 5d6 since the chance of rolling a 5 (a small chance still) is not incredibly small. If you have to go with an approximation in the case of so many dice, go with the statistical average. Unless otherwise specified, the damage listed is an estimate of the statistical average, rounding to the nearest integer.
Firestorm:
20d6*1.20(spirit of flames)*2(hits twice over two rounds)=48-288 fire damage per enemy in a 20' radius.
Delayed Blast Fireball:
30d8*1.20(spirit of flames)=36-288 fire damage per enemy in a 30' radius.
Average damage:
For Firestorm, it's 70*1.20*2=168 damage per enemy in a 20' radius, probably doing over 1500 damage in HoF mode per cast. For DBFB, it's 135*1.20=152 damage per enemy in a 30' radius, also most likely doing over 1500 damage per cast.
Now add a Tymora's Loop to each case:
1. The statistical average of Firestorm becomes 110*1.20*2=264 fire damage per cast per target in radius.
2. The statistical average of DBFB becomes 195*1.20=224 fire damage per cast per target in radius.
Best per round damage: Delayed Blast Fireball
Best per cast damage: Firestorm
My personal favorite is Firestorm. You can get it as soon as L11 (the Lathander domain spell) for 11d6*1.20*2=86 damage per target per cast (although at this point you can't stack another on it on the second round unless you another another Morninglord, so the damage is a bit slow, though you do match sunfire each round). You hit your highest damage as soon as L20, which means you get to do ungodly damage to those pesky mobs throughout most of HoF instead of maxing out damage 2 minutes before the last battle. Since it maxes at L20, you get 10 levels to multiclass without eating up Firestorm damage, whereas any multiclassing will hurt potential DBFB damage.
Metero Swarm gets an honorable mention for not being resistable and for reaching its maximum potential immediately.
[edit] I actually didn't use the definition to calculate the statistical mean of of the damage in the case w/o Tymora's Loop, since I'm lazy. What I did was to add the minimum damage and the maximum damage and divided the result by 2. I believe the two works out to be the same if you are selecting from the set [a,b], increasing by 1 each time until b.
[ December 24, 2003, 20:26: Message edited by: Hojo Jojo ]
Imost Wed, 24th Dec '03, 7:46pm Aha..... I like straight up min-maxing better :rolleyes: . Keep in mind the small difference between min damage and max damage, and it's not too bad. Another nice spell to use is Harm. Okay, so it doesn't do "damage", per se, but it will reduce an enemy's hit points to 1d4. Think of it as damage, and you'll be surprised. Dragon of Chult, here I come :p .
Mokona=Modoki Wed, 24th Dec '03, 8:13pm The most objective way of reporting damage in a topic such as this is to report the actual method of calculation and including a brief statistical analysis. Any other way will be biased toward the particular argument made.
Here's a good example of straight min-maxing making a setup look worse than it actually is: "Tymora's Loop narrows the range of DBFB to 4-8 on each dice. Instead of getting a result in [1,8], I get one in [4,8]." Since Tymora's Loop actually adds to your roll, you are getting a result in [1,8] then adding 3 to it. In reality, you are 4 times as likely to get 8 than you are of getting 4, 5, 6, 7. A less than careful look at that statement will either make the reader think that the average damage per dice is 6=[(4+8)/2]=[(4+5+6+7+8)/5]. In reality, the average damage per dice is 6.75=[(4+5+6+7+8*4)/8]. If either mistake is made, you robbed the spell of 0.75*30*1.2=27 damage on average.
Here's a good example of just reporting the average making a spell looking better than it is: "Sol's Searing Orb does an average of 46=[(6+72)/2*1.2]damage." Well, you are rolling only 6 times on 12 sided dice. The chance of getting the statistical average isn't all that high, especially since you are not all that likely to cast Sol's Searing Orb all the time.
[ December 24, 2003, 20:27: Message edited by: Hojo Jojo ]
Imost Thu, 25th Dec '03, 11:22pm Hojo Jojo-- do you enjoy playing IWD 2? Just asking :grin: . I think Faraaz understands what we're all *trying* to say, I think.
Baronius Fri, 26th Dec '03, 10:07pm Back to the topic, I agree to Faraaz. Horrid Wilting and Meteor Swarm are powerful spells, however, they must be used with caution or they might fry/dry the party :D
Benan Sat, 27th Dec '03, 8:51am Also the Preist spell Wave of Crushing or something like that can do a fair amount of damage. It's good against hordes because it either crushes them all or severly injures them.
Mokona=Modoki Sat, 27th Dec '03, 4:41pm Smashing Wave? That's a druid spell.
Benan Sat, 27th Dec '03, 8:59pm OKay the druid spell Crushing Wave, it still does some wicked damage.
Volsung Sat, 27th Dec '03, 9:09pm Meteor Swarm!
My favorite!
Once, my wizard made 109 damage to someone who failed his saving throw and 46 to someone who was successful. :eek: This spell rocks.
Horrid Wilting is second and third comes Wail of the Banshee.
Sir Belisarius Sun, 28th Dec '03, 1:17am I :love: LOVE :love: the Smashing Wave spell! I made a druid just for it! I think it's my favorite spell to use! I don't do much min/maxing for itme s or spells, I go with the sparkly effects! Bring the wave!!
Baronius Sun, 28th Dec '03, 3:11am Where are we going if players make characters for spells? :mad:
But at least it is fun. :D
Anyway, I have never tried Smashing Wave, but it could be fun if so many people like it...
Jukka Mikkonen Wed, 14th Jan '04, 12:02pm If time is no issue, then the most damaging spell is Incendiary Cloud. 10 rounds of damage at 6d6 each gives 60d60 for a damage range of 60-360. With the Spirit of Flame feat this becomes 72-432, if all saving throws fail.
Wail of Banshee does even more, especially in HOF mode, as its damage is based on the enemy HPs and there are several monster types with over 400 hit points..
Baronius Sat, 24th Jan '04, 5:34pm Of course there are spells, included the Incendiary Cloud as the most powerful, that do the most damage. Although it takes many rounds, and speed is often important. That's why the instant-damaging spells such as Horrid Wilting are so popular too.
chevalier Sat, 24th Jan '04, 5:45pm Sunfire isn't the most damaging (I can't imagine more than 80 dmg), but it's good when you're surrounded. For area spells you'd need some immunity to target yourself. Or mirror image, if there's some on you. I still prefer massive mordenkainen's sword butchery with like +54 to hit.
Mokona=Modoki Sat, 24th Jan '04, 6:31pm Scratch that thing about Tymora's Loop. It doesn't work with spell damage dice.
Malovae Sat, 24th Jan '04, 7:07pm Would the Luck Spell affect min dice rolls. Such as normal spell damage does 1d6 but with Luck it would do 2d3... kind of???
If it does - increasing Luck could help gey max damage.
chevalier Sat, 24th Jan '04, 8:11pm Luck affects your rolls within the normal maximum IIRC. So you would avoid critical misses, minimal spell damage etc and get closer to max damage, but wouldn't exceed it.
Mokona=Modoki Sun, 25th Jan '04, 1:06am Luck affects ability enhancing spells. For example, having Luck on someone gives +1 luck, and when casting Cat's Grace (1d4+1 normally), the result of 1d4 is shifted up by 1, unless it's 4, in which case it's unchanged.
This doesn't work with spell damage dice. Ive tried equippping a character with 2 Tymora's Loop and casting Luck on him. I've monitored the attack roll with the available option. He has never gotten a roll below 8. If luck applies to spell damage rolls, DBFB should always do its maximum damage of 240. It didn't. It was still averaging around 120. There are several possible explanations:
1. luck only affects the first die.
2. each luck source affects 1 die.
3. luck doesn't affect spell damage dice.
I don't really feel like determining which one because the result is all the same: it's not big enough of a boost to spell damage, if any. I guess it makes sense: how cheap would it be if every DBFB you put out did 288 damage every time?
Dias Mon, 2nd Feb '04, 12:28pm Hey guys, I'm not sure which spell deals the most damage in a "decent" amount of casting time, I just wanted to say that I love smashing wave too :D I have a human ranger(1)druid(29) and she's at character level 13 and her smashing wave deals about 60 damage on average, kinda long casting though.
|
|